Guide: 600/smite Cathedral of Flames HM
Trueslash Noobfoot
Note* Will not be posting in an exact guide, this is just a general guideline of what to do.
Ok, so you're experienced at 600/smite, right? This run will probably test your 600/smite skills as you take on a hell-load of mobs that need SB, group triggers and flame darts (FLAME DARTS! ).
Your Stats should be...
Prot: 13
Divine Favor: 16
Your skills should be:
[skill]Protective Spirit[/skill][skill]Spirit bond[/skill][skill]Shield of Absorption[/skill][skill]Spell Breaker[/skill][skill]Mending Touch[/skill][skill]Balthazar's Spirit[/skill][skill]Essence Bond[/skill][skill]Blessed Aura[/skill]
Staff:
Preferably one that gives 20+% to enchantment and gives u a nice boost to energy (10+).
Smiter: Your average smiter.
Ok, you know what to do. BTW don't go mad like in DOA and aggro 24 enemies. Remember, your job as a 600 is to SURVIVE. I would advise putting Spellbreaker on for most mobs. Other than that, good luck.
Happy farming!
*spoiler* keep SB up whenever possible on all bosses except Vraxx the Condemned, keep it up whenever possible on Murakai too!
Ok, so you're experienced at 600/smite, right? This run will probably test your 600/smite skills as you take on a hell-load of mobs that need SB, group triggers and flame darts (FLAME DARTS! ).
Your Stats should be...
Prot: 13
Divine Favor: 16
Your skills should be:
[skill]Protective Spirit[/skill][skill]Spirit bond[/skill][skill]Shield of Absorption[/skill][skill]Spell Breaker[/skill][skill]Mending Touch[/skill][skill]Balthazar's Spirit[/skill][skill]Essence Bond[/skill][skill]Blessed Aura[/skill]
Staff:
Preferably one that gives 20+% to enchantment and gives u a nice boost to energy (10+).
Smiter: Your average smiter.
Ok, you know what to do. BTW don't go mad like in DOA and aggro 24 enemies. Remember, your job as a 600 is to SURVIVE. I would advise putting Spellbreaker on for most mobs. Other than that, good luck.
Happy farming!
*spoiler* keep SB up whenever possible on all bosses except Vraxx the Condemned, keep it up whenever possible on Murakai too!
apocalypse_xx
Hi, just one suggestion I would make, go Mo/D and throw in mystic regen., you won't believe how much easier it is Burn Baby Burn!
insightful moth
The breakpoint for a 7 second Shield of Absorption is 14 protection, so an extra major is optional if you like charging into several mobs at a time...
Egwene Alvaren
I use arcane echo instead of mending touch to keep up spellbreaker longer.
Also cathedral was the first time i used 600/smite and tried it in normal mode be4 going for hard mode. and it was so much easier in hard mode, only real problem were those flame darts
Also cathedral was the first time i used 600/smite and tried it in normal mode be4 going for hard mode. and it was so much easier in hard mode, only real problem were those flame darts
jsalvadore1325
Arcane Echo is a better choice for maintaining spell breaker, which in turn, will keep you alive better than a mend touch. Plus there's less of a chance you'll get hit by storm of souls while fighting murakai.
And in response to what Egwene said, HM is easier than NM because the enemies hit over 60 almost every time, which triggers spiritbond enough to keep you alive, plus the enemies attack faster and for more damage, which triggers holy wrath/retribution more often and for more damage, which means faster kills!!
And in response to what Egwene said, HM is easier than NM because the enemies hit over 60 almost every time, which triggers spiritbond enough to keep you alive, plus the enemies attack faster and for more damage, which triggers holy wrath/retribution more often and for more damage, which means faster kills!!
Tamuril elansar
i just did it as mo/any with blessed signet, goes fast enough :\
Lincoln Gannon
Same here, only difference is I use Mo/Me for the anti-interrupt. Storm of Souls isn't that big a deal, just make sure your bonder has purge signet, and remember to cast it for him.
smrandom
This thread fails. Why create a thread where the first word in the title is "Guide" and then make this part of your first sentence: "Will not be posting in an exact guide?" Your second sentence is also wrong, you don't even post a general guideline of what to do. You only posted one of two builds for the run, didn't give any tips on the route to take, didn't warn people of potential dangers and didn't offer any troubleshooting tips. Sure, people may be already so familiar with the 2 man 600/Smite farm and Cathedral of Flames that all of the stuff I mentioned is unnecessary; that just means this thread is unnecessary.
Seriously, this is a guide.
Seriously, this is a guide.
byteme!
I can run Cathedral HM in ~ 40 minutes. My best was 37 minutes so far. Been giving people free runs for the last 2 weeks. Hit me up in game if you wish. I use 600/Smite just like what others are saying except I made a few changes because I find some of the skills listed are either redundant or unnecessary.
Essential Gawd
Essential Gawd
Snoes
First this is a build(not a guide), and it fails.
How do you kill monsters wiht interupts?
How do you kill monsters wiht interupts?
Marth Reynolds
Quote:
Originally Posted by Snoes
First this is a build(not a guide), and it fails.
How do you kill monsters whit interupts? 1st: this build has no interupts..
2st: smiter deals damage with holy wrath and that other spell, wich deals 99% of all damage back to the guy who did that damage with a attack.
(combine that with 15 al armor tank with prot spirit, wich does not reduce damage dealt this way)
(Not properly stated in this guide, so i can't blame you )
and wth did you post this shit, when there's a detailed and useful guide for this true n00b?
the link smrandom posted is the way to go ^^
How do you kill monsters whit interupts? 1st: this build has no interupts..
2st: smiter deals damage with holy wrath and that other spell, wich deals 99% of all damage back to the guy who did that damage with a attack.
(combine that with 15 al armor tank with prot spirit, wich does not reduce damage dealt this way)
(Not properly stated in this guide, so i can't blame you )
and wth did you post this shit, when there's a detailed and useful guide for this true n00b?
the link smrandom posted is the way to go ^^
Snoes
I meant monsters in the dungeon with interupts Sorry i wasnt clear enough.
i think skills like savage shot & disrupting stab pwn him.
Ive been farming this dungeon for a while tho :O
i think skills like savage shot & disrupting stab pwn him.
Ive been farming this dungeon for a while tho :O
smrandom
I want to correct myself: THIS is a guide.
MetalMan
I 600/smite murakai a lot, its one of my main sources of income.
For 600, use the UW build. Works well enough, and mantra helps with the non-spell interrupts.
When smiting, people find the fire darts tricky... easy way to get around this is by dropping all bonds except vital blessing on the tank, and cast it on yourself. Extra 200 health is a lifesaver sometimes.
Hope this helps
For 600, use the UW build. Works well enough, and mantra helps with the non-spell interrupts.
When smiting, people find the fire darts tricky... easy way to get around this is by dropping all bonds except vital blessing on the tank, and cast it on yourself. Extra 200 health is a lifesaver sometimes.
Hope this helps
Snoes
Quote:
Originally Posted by MetalMan
I 600/smite murakai a lot, its one of my main sources of income.
For 600, use the UW build. Works well enough, and mantra helps with the non-spell interrupts.
When smiting, people find the fire darts tricky... easy way to get around this is by dropping all bonds except vital blessing on the tank, and cast it on yourself. Extra 200 health is a lifesaver sometimes.
Hope this helps I let the smiter die, tank my way threw the darts and die after the rez shrine in the last room. /care DP /care
For 600, use the UW build. Works well enough, and mantra helps with the non-spell interrupts.
When smiting, people find the fire darts tricky... easy way to get around this is by dropping all bonds except vital blessing on the tank, and cast it on yourself. Extra 200 health is a lifesaver sometimes.
Hope this helps I let the smiter die, tank my way threw the darts and die after the rez shrine in the last room. /care DP /care
MetalMan
Its quicker and easier just to do it my way... its down to personal preferance mainly, although i just can't see the point of dying only to be ressed later...
just an inconvenience i prefer to avoid.
just an inconvenience i prefer to avoid.
Quash
Silly question...how do you get there? I know where it is, but I can't seem to get there in a two man team in HM without getting killed.
Do you take an 8 man team and let everyone else die?
Thx
Do you take an 8 man team and let everyone else die?
Thx
Yarghetaus
Will it be possible to do the same run with an obsidian tank (me) + smiting friend/hero ?
Masacru Ak
nice but why 13 prot and 16 divine,on my Mo i have 16 prot , 15 divine and 4 smiting(if i remember well) o yes and another good skill to use Mo/W is bonneti's defence ( corect?) i was try that skill and i was finish one more time temple. good guide anyway have fun!(Must buy a book)
Trueslash Noobfoot
I need the health. BTW the interrupts dont rly matter, precast spirit bond, prot spirit + SoA i guess its damage reduction ftw over here on the enchanted mobs.
Jhadur
Quote:
Originally Posted by Quash
Silly question...how do you get there? I know where it is, but I can't seem to get there in a two man team in HM without getting killed.
Do you take an 8 man team and let everyone else die?
Thx The dungeon is reached by talking to the merchant in Doomlore Shrine and taking the quest Temple of the Damned. So as long as you have Doomlore Shrine outpost then you can enter the dungeon at any time.
Do you take an 8 man team and let everyone else die?
Thx The dungeon is reached by talking to the merchant in Doomlore Shrine and taking the quest Temple of the Damned. So as long as you have Doomlore Shrine outpost then you can enter the dungeon at any time.
ghostlyfenix
Quote:
roughly 30-40 mins to clear, which depends on spawns
apocalypse_xx
Just wanted to add that while doing a run an enchanted dropped a Darkwing Defender for me, it was Req 11 but still was sold for 15k right away, so this run can be very profitable
AscalonWarrior
Quote:
Originally Posted by ghostlyfenix
monk / warrior and bring frenzy too kill faster [skill]frenzy[/skill]
roughly 30-40 mins to clear, which depends on spawns Too bad Frenzy doesn't trigger Spirit Bond
roughly 30-40 mins to clear, which depends on spawns Too bad Frenzy doesn't trigger Spirit Bond
Psychology
Quote:
Originally Posted by AscalonWarrior
Too bad Frenzy doesn't trigger Spirit Bond
Wouldn't frenzy trigger Spirit Bond trigger if you applied it before your ps?
Memphis Rain
SoA isn't really needed here, if bringing Arcane Echo in place of Mending Touch I'd rather bring Blessed Signet for energy for that last spot on the tank. Arcane Echo equipped doesn't always have be used for Spell Breaker, when aggroed multiple groups or one large group (i.e. last group at end of level 2) Arcane Echo can be used to clone Spirit Bond, that way it can be kept up at all time even if the foes can hit you 10 times before the 2 second recharge.
apocalypse_xx
One thing I read made me ask, what are you guys doing to get Murakai to use Storm of Souls? I have done countless duo runs and never seen her use it once
Memphis Rain
I've never seen her using that skill either, then again we always end up killing her before her power level even reach 75%.
I GO TO AMERICA
Quote:
Originally Posted by Yarghetaus
Will it be possible to do the same run with an obsidian tank (me) + smiting friend/hero ?
No because you wont take enough damage to trigger smite bonds and kill them =/
Trueslash Noobfoot
I'm surprised this thread is still around...
Silly Warrior
Is there a necro version of this build? Just wondering.
Cobalt
I dusted off my monk that has been sitting in Prophecies, ran it to EofN today and I started testing the build in the Temple in HM. I have run in to a problem that has caused me to abandon the multiple runs it is a Charr mender.
I know one spawns sometimes at the top of the hill be fore the last door to the last area before level 3 and you can run it through the door and get it killed.
However I have been getting them spawning in groups prior to that and I can't kill them. I am curious as to how you others running this build in the temple are dealing with the Menders when you run in to them?
I know one spawns sometimes at the top of the hill be fore the last door to the last area before level 3 and you can run it through the door and get it killed.
However I have been getting them spawning in groups prior to that and I can't kill them. I am curious as to how you others running this build in the temple are dealing with the Menders when you run in to them?
Armond
http://www.pvxwiki.com/wiki/Build:Te...mned_600/Smite. Been around forever, not likely to be nerfed. (That article does need cleanup, but just look at the bars and browse the usage.)
Why go for Mystic Regen? Arcane Echo provides a real (if expensive) bonus, and dual LoD provides extra damage + faster treasure finding (if you're into that sort of thing). If I'm not going to bring LoD, I'll bring something like Mantra of Concentration, because interrupts on SoA (particularly Savage Slash) can make you die.
Frenzy always triggers spirit bond. But [email protected] if you can't get spirit bond to trigger in hard mode.
If you think you found a hidden treasure right next to the spawn on the third level, be aware it's buggy. Also, kite the bloodsongs for god's sake...
Why go for Mystic Regen? Arcane Echo provides a real (if expensive) bonus, and dual LoD provides extra damage + faster treasure finding (if you're into that sort of thing). If I'm not going to bring LoD, I'll bring something like Mantra of Concentration, because interrupts on SoA (particularly Savage Slash) can make you die.
Frenzy always triggers spirit bond. But [email protected] if you can't get spirit bond to trigger in hard mode.
If you think you found a hidden treasure right next to the spawn on the third level, be aware it's buggy. Also, kite the bloodsongs for god's sake...
natural sugar
Quote:
Originally Posted by Cobalt
I dusted off my monk that has been sitting in Prophecies, ran it to EofN today and I started testing the build in the Temple in HM. I have run in to a problem that has caused me to abandon the multiple runs it is a Charr mender.
I know one spawns sometimes at the top of the hill be fore the last door to the last area before level 3 and you can run it through the door and get it killed.
However I have been getting them spawning in groups prior to that and I can't kill them. I am curious as to how you others running this build in the temple are dealing with the Menders when you run in to them? Run past it or pull the group of Undead (with Vraxx, I think) back a bit. There's only one other group that might have a Mender prior to that, near the entry on Level 2. You can avoid that group altogether, or kill everything but the Mender and then walk around.
I would go with Arcane Echo instead of Mending Touch, since conditions aren't really a problem here. If you have trouble getting past the flame dart area without letting the smiter die, just prot yourself a bit and rez at the inside of the boss room.
I know one spawns sometimes at the top of the hill be fore the last door to the last area before level 3 and you can run it through the door and get it killed.
However I have been getting them spawning in groups prior to that and I can't kill them. I am curious as to how you others running this build in the temple are dealing with the Menders when you run in to them? Run past it or pull the group of Undead (with Vraxx, I think) back a bit. There's only one other group that might have a Mender prior to that, near the entry on Level 2. You can avoid that group altogether, or kill everything but the Mender and then walk around.
I would go with Arcane Echo instead of Mending Touch, since conditions aren't really a problem here. If you have trouble getting past the flame dart area without letting the smiter die, just prot yourself a bit and rez at the inside of the boss room.
Cobalt
Quote:
Originally Posted by natural sugar
Run past it or pull the group of Undead (with Vraxx, I think) back a bit. There's only one other group that might have a Mender prior to that, near the entry on Level 2. You can avoid that group altogether, or kill everything but the Mender and then walk around.
I would go with Arcane Echo instead of Mending Touch, since conditions aren't really a problem here. If you have trouble getting past the flame dart area without letting the smiter die, just prot yourself a bit and rez at the inside of the boss room. I tried running in to the bosses room and then Hero smiter monk died on the way in. So I ran in to the first mob and died thinking both myself and the hero would res in the room. However it did not happen, ended up ressing back at the second beacon so that does not always work. I think it must depend on how close to the room the smiter monk dies.
I would go with Arcane Echo instead of Mending Touch, since conditions aren't really a problem here. If you have trouble getting past the flame dart area without letting the smiter die, just prot yourself a bit and rez at the inside of the boss room. I tried running in to the bosses room and then Hero smiter monk died on the way in. So I ran in to the first mob and died thinking both myself and the hero would res in the room. However it did not happen, ended up ressing back at the second beacon so that does not always work. I think it must depend on how close to the room the smiter monk dies.
Armond
Solution: Bring a human.
Sujoy
This doesn't help at all, this is the kind of crap taht makes people suck... Redeem yourself by editing your first post and make a REAL build!
natural sugar
Quote:
Originally Posted by Cobalt
I tried running in to the bosses room and then Hero smiter monk died on the way in. So I ran in to the first mob and died thinking both myself and the hero would res in the room. However it did not happen, ended up ressing back at the second beacon so that does not always work. I think it must depend on how close to the room the smiter monk dies.
How far back is the smiter dying? I usually follow the map as it is on the wiki, and I've never had this problem.
Armond
Quote:
Originally Posted by Sujoy
This doesn't help at all, this is the kind of crap taht makes people suck... Redeem yourself by editing your first post and make a REAL build!
That'd be because he's assuming you're halfway intelligent when it comes to 600ing, as he said in the OP.
natural sugar
Quote:
Originally Posted by Trueslash Noobfoot
Note* Will not be posting in an exact guide, this is just a general guideline of what to do.
Ok, so you're experienced at 600/smite, right? This run will probably test your 600/smite skills as you take on a hell-load of mobs that need SB, group triggers and flame darts (FLAME DARTS! ).
Your Stats should be...
Prot: 13
Divine Favor: 16
Your skills should be:
[skill]Protective Spirit[/skill][skill]Spirit bond[/skill][skill]Shield of Absorption[/skill][skill]Spell Breaker[/skill][skill]Mending Touch[/skill][skill]Balthazar's Spirit[/skill][skill]Essence Bond[/skill][skill]Blessed Aura[/skill]
Staff:
Preferably one that gives 20+% to enchantment and gives u a nice boost to energy (10+).
Smiter: Your average smiter.
Ok, you know what to do. BTW don't go mad like in DOA and aggro 24 enemies. Remember, your job as a 600 is to SURVIVE. I would advise putting Spellbreaker on for most mobs. Other than that, good luck.
Happy farming!
*spoiler* keep SB up whenever possible on all bosses except Vraxx the Condemned, keep it up whenever possible on Murakai too! I never really responded to the OP, but a few changes:
-Keep a +1+3 DF hat for casting Blessed Aura, and then switch to the regular +1+1 before you actually aggro groups. You're going for more health so your smiting does more damage.
-Use Arcane Echo instead of Mending Touch since conditions aren't bad in here.
-If you're using a martial/offhand or whatever, go for +5e/20% (like a Totem axe or any caster weapon) and a +energy/+health offhand (I use the Bison Cup).
-You can GENERALLY aggro multiple groups of undead. Just don't try to go for more than one group of enchanted at a time. If you're having problems with the enchanted specifically on Level 3, stand on the side of the stairs so only the melee (hammer, daggers, etc) can hit you; after they are dead, move up so the arrows/spears hit you.
Ok, so you're experienced at 600/smite, right? This run will probably test your 600/smite skills as you take on a hell-load of mobs that need SB, group triggers and flame darts (FLAME DARTS! ).
Your Stats should be...
Prot: 13
Divine Favor: 16
Your skills should be:
[skill]Protective Spirit[/skill][skill]Spirit bond[/skill][skill]Shield of Absorption[/skill][skill]Spell Breaker[/skill][skill]Mending Touch[/skill][skill]Balthazar's Spirit[/skill][skill]Essence Bond[/skill][skill]Blessed Aura[/skill]
Staff:
Preferably one that gives 20+% to enchantment and gives u a nice boost to energy (10+).
Smiter: Your average smiter.
Ok, you know what to do. BTW don't go mad like in DOA and aggro 24 enemies. Remember, your job as a 600 is to SURVIVE. I would advise putting Spellbreaker on for most mobs. Other than that, good luck.
Happy farming!
*spoiler* keep SB up whenever possible on all bosses except Vraxx the Condemned, keep it up whenever possible on Murakai too! I never really responded to the OP, but a few changes:
-Keep a +1+3 DF hat for casting Blessed Aura, and then switch to the regular +1+1 before you actually aggro groups. You're going for more health so your smiting does more damage.
-Use Arcane Echo instead of Mending Touch since conditions aren't bad in here.
-If you're using a martial/offhand or whatever, go for +5e/20% (like a Totem axe or any caster weapon) and a +energy/+health offhand (I use the Bison Cup).
-You can GENERALLY aggro multiple groups of undead. Just don't try to go for more than one group of enchanted at a time. If you're having problems with the enchanted specifically on Level 3, stand on the side of the stairs so only the melee (hammer, daggers, etc) can hit you; after they are dead, move up so the arrows/spears hit you.